Game
Boring Man - Online Tactical Stickman Combat
4 years ago

Boring Man v2.0.0 beta15a is now available


This update is mostly bug fixes and hopefully helps with some glaring weapon balance problems. This may be the last update you'll see from me for a while, so I wanted to make sure I fixed as many things as I could.

Weapon Balance: Light Rockets

  • Light Rockets can now do headshot damage with direct hits

  • Increased the strength for the flare when attracting rockets

  • Increased the pushback for the Light Rockets

  • Decreased the maximum ammo for the Light Rockets

Weapon Balance: Lightning Gun

  • Decreased the maximum ammo for the Lightning Gun

The Lightning Gun has seen a lot of use as a new mobility weapon, and many have called for a nerf. I lowered the max ammo it can carry, so users would have to be cautious when to use it. I chose to do this since I think it's a lot of fun to use, and nerfing attack speed or the push back felt like it would make it less fun.

Additionally, I increased the pushback on the Light Rockets so it could compete with Lightning as a mobility weapon. I also applied headshot damage to it in order to fulfill its role as an offense weapon. The flare's orbit strength is a little stronger now as well, as I'm hoping this will give it more use.

Weapon Balance: Power Rifle

  • Power Rifle now has pushback

  • Increased the projectile speed for the Power Rifle

The Power Rifle has gone mostly ignored since I added it, it actually use to be quite a controversial weapon back in the day, so I've been cautious about how to buff it. I have restored some of its pushback value I removed many years ago similar to the Assault Rifle, and increased the projectile speed so it's range and accuracy isn't as limp.

Weapon Balance: Mortar

  • Increased the projectile speed for the Mortar

There's been complaints about the Mortar bounce not being as good, I thought it was a bug, but similar to the GL it actually does not follow the small random projectile speed increase that most other weapons have, I just forgot about it. This made the projectile overall slower then its old version, so I increased the projectile speed and the bounce feels a little more familiar now.

Weapon Balance: Musket

  • Decreased the damage fall off for the Musket

I have heard of a lot frustrations about the Musket not dealing killing blows enough, so I decreased the damage fall off. This will allow the Musket to do more damage at farther ranges, which should be rewarded since it's something that requires some skill. Remember, the damage does not fall under 50 from damage fall off, so a headshot will always do 100 damage or more.

Survival Changes

  • Increased amount of enemies per wave in Survival

  • Increased the ‘grace period’ before Survival bombs start losing defuse progress

  • 2 survival bombs will no longer spawn if theres only 1 player

  • Decreased spawn time for survival enemies

  • You no longer can lose wagers during the break period

  • Bomb Dudes no longer carry Frags

I was gonna make some adjustments in order to make Survival matches shorter (hardcore/classic specifically), but I've given up on it for now. 2 bombs spawning should also no longer occur for solo players, and I increased the time it takes before defusal progress starts going down.

General Changes + Bug Fixes

  • Added Fast Change to experimental settings

  • Changed Clumsy Handcannons experimental setting

  • Weapon drops will now get pushed out of the way by medikits + ammoboxes. This is bandaid for now as I need to redo how interactables work.

  • Fixed latency measurement, which should now give you a more accurate ping value. Ping is used a lot in netcode motion and prediction math, so this helped smoothed some things out

  • Optimized collision checking for rendering non-object water/lava

  • Fixed loadout menu showing the wrong skin for secondary compact weapons

  • Fixed grapple and magic becoming unusable after being dropped in some cases

  • Fixed being able to click incompatible weapons when using a gold ticket

  • Fixed some instances of a missing new skin notification icon

  • Fixed scrolling in the main menu with a controller

  • Fixed some random weapon instances where you’d get nothing

  • Fixed extra dual wielded weapons not drawing correctly on ladders

  • Fixed not being able to shoot from ladders with a compatible offhand weapon and incompatible primary

  • Fixed not being able to login in some cases because of unresolved IP addresses

  • Fixed not being able to pick up your weapon in Weapons Deal

  • Fixed tracking from Tranq darts and drones showing for all players in Deathmatch/Weapons Deal

  • Fixed Survival mode chests not dropping medikits/ammoboxes

  • Fixed projectiles being destroyed too early when going up off screen

  • Fixed the Knife displaying the ammo hud while carried by Drone

  • Fixed Fiesta mode being able to turn off a fiesta mutator as a slot

  • Fixed a crash with Survival missions if too many weapons are unavailable in the server

  • Fixed weapon skins sometimes not unlocking when amassing enough skins.

    • Note: The drop chance correction for the fix above seems to have made valuable skins more rare after testing.

  • Fixed the Mortar losing its ammo when dropped while it has a 'Nade loaded

  • Fixed more things

Boring Man Classic

I made a new GameJolt page for the old version, which is here. I made some very final changes to the build I uploaded there, where Premium has been made free for all, the anti-cheat disabled (without losing server list access), and the need to login through GameJolt. You do not need to download this special build and can use whatever you have sitting around still.

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Download Dedicated Server build (beta15a, 22.5MB)



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